Various game developers share their thoughts on ARMS

Seth Killian (formerly of Capcom)

One thing I love about Arms is the way it encourages dynamic rock/paper/scissors mechanic, but doesn't isolate the decision about where and how to attack to the series of fast individual attacks you expect in traditional fighters.

By giving players control over the entire time that your attacking arm is in transit, they can try to subtly shift and influence their chances while their opponent is attempting the same dance. It lets you read a lot about an opponents' intentions and habits by allowing players to turn away from or lean into the initial target of their attack. You can see their decisions play out at a rate that allows you to easily think about your next move while your current attack is in flight.

The results of winning one duel also doesn't build into major subsequent advantages as much as they do in other fighters. You can still catch a beatdown, but you rarely get that feeling of "what the heck just hit me?" that can overwhelm new players.

This is just one snippet of the full feature, which includes comments from all sorts of game devs. Check out the full feature here.





from GoNintendo

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